Harsh cover
Harsh screenshot
Genre: Role-playing (RPG), Indie

Harsh

LAN Support

Added LAN support for multiplayer

Harsh 2.04

A new faction has arrived. The elves have taken up residence on the southern part of the main island.
The bed now shows on the compass.
Compass orientation fixed.
Amount is now bigger on inventory icons so it should be easier to see how many you have.
Forges and campfires now will turn off without wood.
Gold bars are now harder to craft and worth a little bit less.
Couple UI fixes to prevent windows from overlapping.
2 new quests. One begins in the HalfBlood village and the other in the Elven village.

Quest System Bug Fix

Fixed a bug that caused the load screen to block view of the character when creating a new character.
HalfBloods have learned some spells.
Introduced the quest system. Only current quest is aimed at teaching the basics of the game. Can pick it up from Athena near the Stone Ring on the beginning island.

Harsh 2.02

This update includes a number of fixes and improvements as well as some additions:

Updates to creature spawners.
Slowed the rate chickens were dropping eggs and they should no longer float.
Half blood hunters are now in the game if you upset this faction.
Some improvements with the way buildings and foliage interact.
Smoothed some terrain issues.
XP loss is now capped so that you no longer lose XP below what is needed for your current level.
Wolves are bigger.
Small spiders move close enough to attack now.
XP for kills was tweaked.
Zombie King had his health increased.
Item values were tweaked.
UI improvements including addition of store all / take all buttons as well as functionality for shift and ctrl on selecting amounts to drag and drop.
Poisons no longer stack.
Anti Venom has been added.
Improvements to harvesting.
Improvements to first person view.
Swift Foot tooltip now has movement buff in its description.
Issue with infinite jump / flying fixed.
Fixed issue with equipment on players not showing for players joining a server.
Building destruction sound should now replicate.
Buffs now offer tooltips when moused over.
An item dupe has been fixed.
Ceilings can now build out further from support.
Changes to voice chat.
Performance improvements for multiplayer.
Foliage optimization.
Spawn optimization.
New characters now start with a torch.
Loading screen fixed.
Auto Walk / Run key added. (Num lock by default)
New creature added.
Compass added to UI.

Harsh 2.01

Fixed some graphical issues with the world.
Hopefully fixed a replication issue with some items not showing properly in multiplayer.
Added a light on character creation.
Fixed an issue with music playing multiple times at once.
Sheep sped up.
Fox hit box increased.
Some spawn adjustments,
Hunters now forget you when you die.
Fixed offhand 2 and 3 labels.
Fixed Group Burn FX.
No longer possible to loot while dead.
Added ores and harvestable crystals to caves.
Added new foods.
Added new items.
Chickens now lay eggs which can be cooked in the campfire.
Nox has opened his tavern in the savannah.
The Half Blood faction has taken residence in their village.

Harsh 2.0

The game has been completely rewritten with the addition of multiplayer and skill trees as well as an update to the graphics and systems.

Big Changes Coming

I have rewritten all game systems from inventory to combat, etc. Have a version in playtest now that I believe has 99% of the bugs cleared up and all systems working. I will be starting on the map itself next.

The game will be very different from the current version, but hopefully for the better. Guess you guys will be the judge of that. While I'm not going to get into all of them now, I will let you know a few things.

When you play the game either single player or hosting you will be able to load up your world save (or start a new one) and then choose among your characters to play it. If you join a server, you will be able to choose from your characters and bring them into the other player's world to help them out. Currently, the game is PVE. I have no real plans to go the PVP route, but not ruling it out completely, yet.

Unlike before, not all areas will be spawned based on your level as I will have some dungeons that have set level range of spawns, etc. If these are too tough, you can host a game and allow others to join you. You can password protect your games and you can also ban players from joining your games in the future. If you have no desire to team up, you can just go back after getting a few more levels under your belt.

Character customization is a little different as well. While you can make some modification to your starting character, it won't be as in depth as before however, that is because you will earn new characters via completing quests and dungeons which you will then be able to create new characters with. For example, the starting character is a human male. After helping the female elf warrior in one of the dungeons, you will have the ability to create elf females when you start characters. Next you might unlock dwarves or orcs.

The different character archetypes will also have access to different skill trees. I have left behind the stats from the prior version to giving five skill trees to each character type. You will be able to choose which trees to spend points in so that you can diversify your characters more in the skill / spell department as that will have a greater impact on play styles. Currently, I have 75 skills / spells in the game and plan on adding many more.

Much more to come, but that should give a little tease on what's coming.

The Tower Opens

A lone tower stands above the landscape looming threateningly over the lands that both elves and cyclopes call home. Numerous undead pour forth from this structure guarding it and the treasures within.

The undead tower's lower floor are now accessible to adventurers. This new underground dungeon is as larger than all the previous underground areas combined and features six different floors of enemies to fight through. New spells, enemies, crafting recipe and numerous new loot items are available for discovery making this a feature destination for you to explore.

Other updates included are a new slider in the options panel allowing you to control the amount of ambient lighting so if you want darker dungeons and nights or prefer things to be bright and easy to see, the choice is yours. Also, double clicking in your inventory now works to equip gear, use items, transfer items, cast buffs and craft items to speed up these processes. I also put a level cap on some areas (mainly beaches and the lowest level dungeons) so that if you lose all your stuffi (and all your back up gear as well), you can have somewhere that you should be able to easily get back on your feet. Continued bug squashing as always is also included. Hopefully you all enjoy the new updates and if you can, give the game a review so I know what you like and what areas you think I should work on next. Thanks again for your continued support.

Elves and more!

Today's update is a little on the large side. The game has been updated to the newest version of the Unreal engine and I hopefully worked out all the bugs that cropped up with that conversion. Also, elves have been added in as well as three new spells. New games also will now start in a random start location rather than all games starting in the same location. Also, some other bug fixes such as underwater effects appearing in one of the dungeons, better aim for NPCs using missile weapons, adjustments to some creatures damage and a few others.

Vegetarians Rejoice!

The newest update fills out the Cyclops village and adds the garden crafting recipe that can be learned there. It also adds new food sources throughout the world including fruits and vegetables.